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* Remove unused settings (#7929)Paul Ouellette2018-12-02
* Fix spelling of setting descriptions (#7829)kurzkopfgleitbeutler2018-12-02
* Added pitch fly mode (#7817)Gaƫl C2018-12-01
* Content store: Hide navigation buttons when there's no packagesClobberXD2018-11-26
* CSM: Don't create the client script environment if CSM is disabled (#7874)Paramat2018-11-24
* Client-side autojump. Remove Android-only stepheight autojump (#7228)Ben Deutsch2018-11-22
* Remove obsolete section in ipv6_server descriptionsfan52018-11-18
* Android: Improve UI scaling on smaller high-density displays (#7834)stujones112018-11-18
* Rename hasprivs command to haspriv (#7860)Ezhh2018-11-13
* dlg_contentstore.lua: Various fixes and improvements (#7612)ClobberXD2018-11-13
* Enable subtle fall bobbing (#7856)HybridDog2018-11-12
* Escape special characters when searching the server list (#7842)ChimneySwift2018-11-10
* Conf.example generation: Remove quotation marks from noise flags (#7844)Muhammad Rifqi Priyo Susanto2018-11-09
* Content store: Add show_nonfree_packages setting to advanced settings (#7846)Paramat2018-11-08
* Improve content store layout (#7806)random-geek2018-11-08
* Fix string.split returning an empty table if string starts with sepearator (#...Pierre-Yves Rollo2018-11-01
* Advanced settings: Fix noise parameter flags (#7819)Paramat2018-10-28
* Mainmenu: Clean up and improve advanced settings dialogues (#7802)SmallJoker2018-10-20
* Settingtypes.txt: Various language improvements, document stable mapgens (#7801)Paramat2018-10-20
* Advanced settings tree menu: Resize, fix clipped values (#7790)Paramat2018-10-18
* Advanced settings menu: Centre setting edit box (#7778)Paramat2018-10-11
* Settingtypes.txt: Limit comments to 90 columns to fix clipped lines (#7777)Paramat2018-10-11
* Add a warning to the 'chunksize' setting (#7775)Paramat2018-10-10
* Add core.remove_detached_inventory (#7684)SmallJoker2018-10-10
* Various grammar improvements (#7769)Paramat2018-10-06
* Remove settings properly (#7676)SmallJoker2018-09-30
* Software inventorycube (#7651)Vitaliy2018-09-29
* Builtin//misc_helpers: Various fixes (#7737)Paramat2018-09-23
* Menu content tab: Fix clipped description and missing depends (#7703)SmallJoker2018-09-07
* get_node_drops: Make empty drop return empty table (#7592)tenplus12018-08-30
* Content tab: Fix clipped text in texture pack button (#7667)Paramat2018-08-22
* World config: Add modpack descriptions and remove dependencies there (#7397)HybridDog2018-08-17
* Mgv5: Change tunnel parameters to those of other mapgens (#7641)Paramat2018-08-16
* Feature check for commit ac4884c3d677ef51bcce47f95ccd49d874022692 (#7618)zeuner2018-08-12
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
* Make the primary, flow-advancing action the right-most (#7594)texmex2018-07-31
* Settings: Fix indents, chat_message_*. Update translations (#7580)SmallJoker2018-07-25
* Disable shaders GUI on unsupported drivers (#7563)Vitaliy2018-07-21
* Update mip mapping and textarea documentation (#7315)HybridDog2018-07-19
* CSM: Disallow exploitable clientside mod functions by default (#7547)Paramat2018-07-19
* Mgvalleys: Make river depth variation and humidity drop optional (#7532)Paramat2018-07-18
* Builtin: Replace deprecated function calls (#7561)SmallJoker2018-07-17
* Check if player exists on use of /privs (#7554)ClobberXD2018-07-16
* Adjust some settings to modern environments and networks. (#7549)lhofhansl2018-07-13
* Android: Add 'aux' button (#7477)Muhammad Rifqi Priyo Susanto2018-07-10
* core.spawn_falling_node: Keep metadata (#7476)SmallJoker2018-07-09
* Builtin/../misc.lua: Replace minetest. with core., improve codestyle (#7540)ClobberXD2018-07-09
* Make the server status message customizable (#7357)SmallJoker2018-07-01
* Log usage of /pulverize (#7503)Anand S2018-06-30
* Mgvalleys: Fix 'mgvalleys_spflags' setting name (#7495)Paramat2018-06-28
// setpos(self, pos) static int l_setpos(lua_State *L); // moveto(self, pos, continuous=false) static int l_moveto(lua_State *L); // punch(self, puncher, time_from_last_punch, tool_capabilities, dir) static int l_punch(lua_State *L); // right_click(self, clicker); clicker = an another ObjectRef static int l_right_click(lua_State *L); // set_hp(self, hp) // hp = number of hitpoints (2 * number of hearts) // returns: nil static int l_set_hp(lua_State *L); // get_hp(self) // returns: number of hitpoints (2 * number of hearts) // 0 if not applicable to this type of object static int l_get_hp(lua_State *L); // get_inventory(self) static int l_get_inventory(lua_State *L); // get_wield_list(self) static int l_get_wield_list(lua_State *L); // get_wield_index(self) static int l_get_wield_index(lua_State *L); // get_wielded_item(self) static int l_get_wielded_item(lua_State *L); // set_wielded_item(self, itemstack or itemstring or table or nil) static int l_set_wielded_item(lua_State *L); // set_armor_groups(self, groups) static int l_set_armor_groups(lua_State *L); // get_armor_groups(self) static int l_get_armor_groups(lua_State *L); // set_physics_override(self, physics_override_speed, physics_override_jump, // physics_override_gravity, sneak, sneak_glitch) static int l_set_physics_override(lua_State *L); // get_physics_override(self) static int l_get_physics_override(lua_State *L); // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop) static int l_set_animation(lua_State *L); // get_animation(self) static int l_get_animation(lua_State *L); // set_bone_position(self, std::string bone, v3f position, v3f rotation) static int l_set_bone_position(lua_State *L); // get_bone_position(self, bone) static int l_get_bone_position(lua_State *L); // set_attach(self, parent, bone, position, rotation) static int l_set_attach(lua_State *L); // get_attach(self) static int l_get_attach(lua_State *L); // set_detach(self) static int l_set_detach(lua_State *L); // set_properties(self, properties) static int l_set_properties(lua_State *L); // get_properties(self) static int l_get_properties(lua_State *L); // is_player(self) static int l_is_player(lua_State *L); /* LuaEntitySAO-only */ // setvelocity(self, {x=num, y=num, z=num}) static int l_setvelocity(lua_State *L); // getvelocity(self) static int l_getvelocity(lua_State *L); // setacceleration(self, {x=num, y=num, z=num}) static int l_setacceleration(lua_State *L); // getacceleration(self) static int l_getacceleration(lua_State *L); // setyaw(self, radians) static int l_setyaw(lua_State *L); // getyaw(self) static int l_getyaw(lua_State *L); // settexturemod(self, mod) static int l_settexturemod(lua_State *L); // setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2, // select_horiz_by_yawpitch=false) static int l_setsprite(lua_State *L); // DEPRECATED // get_entity_name(self) static int l_get_entity_name(lua_State *L); // get_luaentity(self) static int l_get_luaentity(lua_State *L); /* Player-only */ // is_player_connected(self) static int l_is_player_connected(lua_State *L); // get_player_name(self) static int l_get_player_name(lua_State *L); // get_player_velocity(self) static int l_get_player_velocity(lua_State *L); // get_look_dir(self) static int l_get_look_dir(lua_State *L); // get_look_pitch(self) static int l_get_look_pitch(lua_State *L); // get_look_yaw(self) static int l_get_look_yaw(lua_State *L); // set_look_pitch(self, radians) static int l_set_look_pitch(lua_State *L); // set_look_yaw(self, radians) static int l_set_look_yaw(lua_State *L); // set_breath(self, breath) static int l_set_breath(lua_State *L); // get_breath(self, breath) static int l_get_breath(lua_State *L); // set_inventory_formspec(self, formspec) static int l_set_inventory_formspec(lua_State *L); // get_inventory_formspec(self) -> formspec static int l_get_inventory_formspec(lua_State *L); // get_player_control(self) static int l_get_player_control(lua_State *L); // get_player_control_bits(self) static int l_get_player_control_bits(lua_State *L); // hud_add(self, id, form) static int l_hud_add(lua_State *L); // hud_rm(self, id) static int l_hud_remove(lua_State *L); // hud_change(self, id, stat, data) static int l_hud_change(lua_State *L); // hud_get_next_id(self) static u32 hud_get_next_id(lua_State *L); // hud_get(self, id) static int l_hud_get(lua_State *L); // hud_set_flags(self, flags) static int l_hud_set_flags(lua_State *L); // hud_get_flags() static int l_hud_get_flags(lua_State *L); // hud_set_hotbar_itemcount(self, hotbar_itemcount) static int l_hud_set_hotbar_itemcount(lua_State *L); // hud_get_hotbar_itemcount(self) static int l_hud_get_hotbar_itemcount(lua_State *L); // hud_set_hotbar_image(self, name) static int l_hud_set_hotbar_image(lua_State *L); // hud_get_hotbar_image(self) static int l_hud_get_hotbar_image(lua_State *L); // hud_set_hotbar_selected_image(self, name) static int l_hud_set_hotbar_selected_image(lua_State *L); // hud_get_hotbar_selected_image(self) static int l_hud_get_hotbar_selected_image(lua_State *L); // set_sky(self, type, list) static int l_set_sky(lua_State *L); // get_sky(self, type, list) static int l_get_sky(lua_State *L); // override_day_night_ratio(self, type) static int l_override_day_night_ratio(lua_State *L); // get_day_night_ratio(self) static int l_get_day_night_ratio(lua_State *L); // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed) static int l_set_local_animation(lua_State *L); // get_local_animation(self) static int l_get_local_animation(lua_State *L); // set_eye_offset(self, v3f first pv, v3f third pv) static int l_set_eye_offset(lua_State *L); // get_eye_offset(self) static int l_get_eye_offset(lua_State *L); // set_nametag_attributes(self, attributes) static int l_set_nametag_attributes(lua_State *L); // get_nametag_attributes(self) static int l_get_nametag_attributes(lua_State *L); public: ObjectRef(ServerActiveObject *object); ~ObjectRef(); // Creates an ObjectRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. static void create(lua_State *L, ServerActiveObject *object); static void set_null(lua_State *L); static void Register(lua_State *L); }; #endif /* L_OBJECT_H_ */